Full notes
Full TRIBES 3: Rivals update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- Server
- Maps
Active testing will be CTF 16v16 and CTF 7v7 Ranked Time Trials, Shooting Range, Tutorial, and Custom Lobbies will remain active.
As we are working through the last couple features we plan on having for EA, some things in this playtest may be in an unfinished state and have some temporary functionality and/or assets!
Loadout
Increased player gravity by 1.6%. Adjust player jetpack thrust to match.
Reduced player throw power by 10%.
Increased pickup range of Health Nuggets and Flags by 5%.
Perks
Sentinel
Increased self knockback by 5%.
Increased damage resistance by 5%.
Pathfinder
Reduced reach range by 10%.
Juggernaut
Increased mass by 20%.
Weapons
Self-knockback intensity is now determined by the distance a player is from the center of the explosion, which has the same scaling as damage falloff.
Increased all primary weapon knockback by 10% to compensate.
Added multiple zoom levels to weapons that did not have them.
Sparrow
Changed to Automatic.
Lowered magazine cap from 15 to 12.
Shotgun
Adjusted falloff to be much more harsh at range
Chaingun
Increased damage.
Stormslicer
Removed moving spread.
Shocklance
Removed ADS.
Ability and Grenade Packs
Blink
Range reduced by 5 meters.
Stealth
Added a speed cap - players will be revealed if they exceed 165 Km/h.
Smoke Grenade
Explodes on impact.
Increased duration from 5 to 12 seconds.
GAMEPLAY
Server Merging
Low population persistent servers will now attempt to merge together to reduce match fragmentation.
Achievements
Completing achievement challenges will grant different titles, banners and icons.
Many of these have temporary art and are still being worked on.
These will NOT be kept when the game goes into Early Access.
Custom Matches
Added a mutator to disable the Orbital Strike on the flag.
Added a mutator for disabling Outposts.
Added a mutator to disable flag autopass.
If there is only one team filled in a custom match, bots will fill the enemy team to match the player count.
Shooting Range
Removed time limit.
General
Observation Posts are now called Outposts.
Added player levels.
Added an End of Match Summary Screen.
Flag icon is now scaled down at a distance.
Autopass will no longer auto aim toward players in Stealth or Phase Shift.
Players can no longer recall while in Stealth or Phase Shift.
Pressing recall while channeling it will cancel the recall.
Scaled speedometers up to better match class speeds.
Reduced Health Nugget bounciness.
Reduced Flag bounciness.
Reduced the range for the flag autopass by 50%.
VGS now cancels ski input.
Dropped Health Nuggets will now change color when they are close to expiring.
Added a ground targetter decal when players are jetting above the ground.
Rank now shows in the Lobby Queue Screen and on the end of match summary screen if in a Ranked match.
Turrets on the Outpost are no longer damagable while Neutral.
Movement
Increased gravity scale by 1.6% and scaled jump and thruster values to match
Reduced intensity of speed tethering while skiing above max class speed
Raised Speed Limit threshold before Jet Deceleration kicks in
MAPS
All Maps:
Outposts
We’ve gone back to the per map designs for Outposts, instead of the consistent building. Outpost positions and layouts have been adjusted in several maps as a result.
Outpost teleporters now move and rotate players in a consistent exit direction, based on which entrance is used. This means if you hit the teleporter entrance going 200kph in any direction, you’ll correctly translate that 200kph in a safe exit direction (generally towards the enemy base!).
Added more red/blue base team
Source
Changelog.gg summarizes and formats this update. How we read updates.
